So, i am creating a networked setup using Jiglibx using a basic client/server model. Im building based off of the JiglibX character template app.
The client sends commands to the server which simulates the physics as well and sends the data periodically back to the client.
When the client makes a movement(forward/back/left/right) or rotates about the Y axis it sends an update to the server with the new info, which is broadcast to all the clients. Nothing special.
This works perfectly fine for movement(WASD), get the vector, calculate the desired velocity and go on my way. The problem is when a player begins to rotate, the new rotation matrix is sent to the server, it takes it in, applies it to the CharacterBody.Orientation and then integrates the physics by (1/60). Any time i do this, on the next call in, my CharacterBody.Position is all NaN. Something is happening within the integrate() function that doesnt like me directly changing my orientation?
Is there some special way that this should be done?